Questions tagged [frame-rate]

The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).

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34 views

How to find the client's monitor valid refresh rates with Unreal Blueprints?

I am making a settings menu. This includes a combo box where you can change the refresh rate setting. How do I find out the maximum allowable refresh rate of the ...
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52 views

How does Quake II 'sleep'?

I'm looking through the Quake II source code and I cannot understand how the game implements sleeping. Here's how I understand the Windows main loop: Inside the loop it sleeps if the game is ...
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Libgdx storing rendered frames quickly to use them later

I have implemented a gif-button for my libgdx game that allows the player to store the last few seconds of gameplay as a gif. It works by storing frames in memory, and encoding them into a gif if the ...
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Quake 1: frame timer

If you check Quake 1 source code (sys_linux.c), you can see something like this: ...
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1answer
120 views

What is a Frame and Frame Per Second?

I'm new to the unity Editor, trying to understand Unity scripting. What is frame? I can't tell from how it's used whether "frame" is a function, or a measure of time. I see this term used in ...
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84 views

frame rate drop in html5 game

i have Incorporated gravity mechanics and collision mechanics to my game. the game works fine for some period of time after that i am getting significant amount of frame rate drop.i am doing some ...
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1answer
61 views

Framerate limited by lack of mouse movement? [closed]

Using Torque, it appears that the program is running at around 25fps when the mouse is still, but as long as I keep the mouse moving, the framerate can hit well over 300fps. What in the world would ...
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1answer
415 views

low FPS when battery is low ( unity android )

i make a simple 2d scene in unity 2017.3.1f1 (only 5 sprite renderer). I realized that when my Android device's battery is under 20 %, the frame rate will be 60 to 30. I did all the optimizations I ...
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2answers
230 views

Why does my FPS go down so much when rendering basic sprites?

I have a UWP DX11 application and I've recently removed the vsync and noticed that my fps goes down drastically when I'm only drawing very basic sprites on the screen and I'm trying to learn why this ...
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2answers
171 views

Keep platformer jump height consistent with different frame rates

I want to achieve a platformer jump similar to that of Super Mario Bros. (keep pressed the jump button to jump higher) and I want it to be frame rate independent. At 30 FPS it works as I want. However,...
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1answer
78 views

Why is there a difference in frame rate between my fps calculation and Unity's calculation

So I wrote my own script for calculating framerate but it consistently comes out with a different value than Unitys idea of current framerate. This is my implementation ...
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How to make a custom event system framerate friendly?

I have a simple event system: ...
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1answer
59 views

Logic at a low framerate with interpolated rendering at higher framerate

It takes too much processing power to do game logic on every rendered frame (60fps), so what if I made my game save frames? It would actually calculate important stuff 20 times a second, and the ...
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1answer
572 views

Is Update() called on the very first frame in Unity?

I'm calling Time.frameCount inside Update() and then immediately Debug.Break() to pause the ...
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1answer
445 views

Unity C#: Accurate MachineGun Firerate at lower FPS

I have long accepted that my firerate will be more or less irregular and inaccurate. Now that I'm adding sound things are getting really ugly. My methods for getting the firerate are primitive and I ...
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1answer
71 views

How can I measure ms between frame to reproduce it

Hello I'm coding a extension to an existing game - not really an extension since a re-code all so the it looks like another adventure for player - and to achieve it I use existing tilesets and so, but ...
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1answer
111 views

Intel GPU running faster than Nvidia GTX 1060

My app in its current state renders only 2 triangles to the screen using OpenGL. I am using std::chrono::steady_clock for frame counting. With Intel graphics, I ...
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248 views

Prevent keyframe interpolation in imported model animation in Unity

I made first person model in blender. It also has animations in it. Most of animation works fine, but in some cases, Unity's keyframe interpolation makes wrong result. Note that animation was made ...
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1answer
618 views

Need help understanding ms to fps for a Unity animation

I'm trying to create an animation in Unity (2018.1.1f1) and can't understand how to proceed. I have a 3 sprites which I need to order like so : 1 2 3 2 (then repeat). The first and third sprites ...
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vSync for gameplay in monitor and VR headset in Unity not being consistent?

Following my previous question, I'm building a project, my monitor refresh rate is 60Hz, and in my project I have set my vSync value into 2 so I can get 30fps. ...
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1answer
4k views

The value of VSync on vSync Count in Unity

In Unity, we can set the vSync value as "No sync" = 0, "Every V Blank" (60 fps) = 1 and "Every Second V Blank" (30 fps) = 2. But in the Unity Quality Setting documentation , it's written the vSync ...
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Showing Frame Rate Info in the Unity scene using Custom Script failed

I want to lock the framerate of my scene to 30fps, then I learned from this post that fps info in Editor Stat isn't reliable, that's why my fps is still around 100. This is my script for setting the ...
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1answer
186 views

How do games implement client/server frame rate?

Do games have a frame rate at X fps that updates logic and also renders? Or do games update logic at a much slower frame rate than rendering? Let's say 20-25 fps for logic, and 60+ fps for rendering....
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Is it good to use 24 fps animation in 60 fps game?

Is it normal to use 24 fps animation in 60 fps game or it will hurt perfomance or create bugs?
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1answer
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How can I render 3d pictures synched frame by frame to a keyed video?

I'm developing a software that aims to combine a keyed video with a 3D rendered one, synchronously frame by frame. Each frame of video should be combined with a timely corresponding frame of 3D ...
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1answer
40 views

Is it possible to measure Used vs Unused time in a 60hz frame in Unity?

In custom engines I've often made a frame rate meter that shows how much of the each frame was actually used. In other words if the game is locked to 60fps using vblank I show a graph of how much of ...
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0answers
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How to keep my auto-aim in sync with the rendered frame?

In my FPS game there is an automated lock system. If you stare at an enemy, your weapon locks onto the enemy as long as your aim is hovering approximately around the target. If my player sets frame ...
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1answer
369 views

How to get time since frame start in Unity for loading purposes

I am building a big world (1000+ game objects). It takes 2s on the device. I am doing it in the background (the world is hidden until fully loaded). I have figured out that I can maintain the FPS of ...
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1answer
178 views

Is my frame rate being calculated correctly?

I'm having a long headache (which may not be that complicated) with this frame rate thing. I already tested several frame rate algorithms, lastly I tested this here and they all gave something strange ...
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1answer
169 views

In Unity, how do I use the extra time in every frame to do some extra processing?

Let's say, for example, that my target framerate is 60 frames per second. Now, I know that I have a maximum of 16.6 milliseconds to "do everything" every frame in order to maintain that framerate. ...
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1answer
109 views

Converting Frame-Dependent Movement to Frame-Independent

I fine-tuned some movement physics for a 2D platformer in a frame-dependent manner and now I want to convert them to frame-independent. I though this would be as easy as multiplying a few things by ...
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timing rendering to monitor screen update

I have an application with a very light rendering loop, taking a predictable and small time to execute. Right now, I have two solutions. The first solution uses Vsync: after a screen update, my ...
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1answer
3k views

Handling variable frame rate in SDL2

i am creating a game with C++ and SDL2 game engine but i noticed this. I used the Vsync option for rendering, so it'll render at 60fps. If i use this game with another monitor, fps are different (for ...
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1answer
742 views

No performance gain from instanced rendering?

I recently worked through this tutorial about instanced rendering. At the end it promises to draw a huge amount of instances of one model without performance drops. So I tried some simple instanced ...
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1answer
379 views

Frame-rate independant movement with acceleration

First of all, this is different to this question, because that question doesn't update entities the same way I am. My update loop goes something like this (for the player): Apply acceleration based ...
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2answers
3k views

Do sprite animations usually run at the same framerate as the game itself?

Just getting into game development and wondering about fps. For example, Binding of Isaac can run at 60 fps, but looking at its sprite sheet, the walk animation is only 12 frames. The game animation ...
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1answer
115 views

Unity frame-rate drops / stall

I have an issue where my game suddenly stops for a second and then continues. And I think it has something to do with my performance so I took at look at the profiler: I tried to take a screenshot as ...
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1answer
460 views

How can I make the main game loop frame-rate independant?

I am trying to create a frame independent game loop. I am currently using the following code ...
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1answer
322 views

Frame Dependency vs Time Dependency

Just today, I was dealing with this very topic in class, and I had a hard time following through the lectures. Could someone explain to me what it means for something to be frame dependent, in layman'...
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1answer
136 views

Accounting for drift between ticks

What are some solid techniques to account for the gap between processing time and frame update ticks? In other words, the game/render loop looks like this: Some important points: Tick timings are ...
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2answers
112 views

how to solve slow framerate (how to solve situation when user uses computer much slower then minimum requirement)

We have some minimum requirements set for the game, however, it's possible to play the game on much slower computers and we argue in the team how to approach the situation when the hardware is too ...
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1answer
64 views

How can I make something happen for a set number of frames?

I want to add a nitro boost feature to my racing game. I want the car to go faster for 45 frames when the nitro is used, but for whatever reason I can't make it work. I originally tried using a ...
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2answers
2k views

Dynamic frame rate in Unity

I'm developing a 3D visualization tool based on Unity, targeting WebGL. The user rarely interacts with the 3D scene and when he does it's only about adjusting the camera like rotating or zooming the ...
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1answer
433 views

Using 60 frames per second causes the screen to leave a drawn trail of textures, when there is movement

I'm trying to implement a frame rate feature, and I have noticed that using 60 frames per second causes the screen to leave a drawn trail of textures, when there is movement. Here's the code I'm ...
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3answers
2k views

How to reduce lag when rendering 40,000 sprites in Unity?

I am attempting to render 40,000 sprites: a grid of 200x200 with each grid node having a sprite renderer. All the way zoomed out I get about ~20 frames per second. What would be the best way to ...
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1answer
989 views

How do games with a low tickrate but high framerate work?

How do games with a low tickrate make things work? I.e. how do they manage to stay responsive despite the fact that interpolating gamestates for rendering adds input delay? Is there some method ...
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2answers
449 views

Does anything need to be done to support variable refresh rate?

Does anything have to be done in order for my game to take advantage of variable refresh rate technology supported by some displays, such as G-SYNC and FreeSync?
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1answer
1k views

Game Loop delay the right way and game speed

I am a newbie game developer. I am trying to find a right way to create my game loop. Consider following example. Simple Android Game I have a game with a simple gameplay - bouncing ball. I want ...
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1answer
2k views

How to change FPS during runtime in LibGDX?

I would like to be able to change the desired fps (foregroundFPS) during runtime without having to restart the game. I know how to set it before launch with ...
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2answers
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How to calculate fps in GLFW?

Just letting you guys know before anything I'm a beginner at programming. I am just wondering how I should go about calculating the fps using GLFW?